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Re: Hexedit Clonetrooper Cape (FAQ)

Posted: Thu Nov 25, 2010 6:30 pm
by AQT
Alright, here's a tutorial for those who learn by example with none of the "technical" stuff, mostly all in layman's terms:

In this tutorial we will be hex editing the cape from rep_inf_clonecommander.msh to rep_inf_ep3trooper.msh.

Step 1: Get a hex editor (XVI32 will be used in this tutorial).

Step 2: Open up rep_inf_clonecommander.msh in the hex editor. Go to Search > Find... and type in MODL like so:
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And click OK.

Step 3: Keep searching for MODL by going to Search > Find Again Down until you have reached the right chunk for the cape. You will know this by its NAME.
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Step 4: Now place the cursor on M of MODL. Hold down the Shift key and then the Down Arrow key at the same time. And highlight...
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...until you have reach the character/letter/number right before the next MODL If there is no next MODL, then stop before CL1L.
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Step 5: Now hit Ctrl + C on your keyboard (after letting go of the Shift and Down Arrow key, of course). Then go to File > New and hit Ctrl + V on your keyboard. Scroll down to the last character/letter/number of the cape chunk you just pasted and get its Adr. dec number like so:
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Step 6: Open up rep_inf_ep3trooper.msh in the hex editor. Search for MODL again until you have reached the following chunk; it looks like a good place to insert the cape chunk before. So place your cursor on the M of the MODL chunk like so:
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Hit Ctrl + V on your keyboard and the cape chunk should be pasted/inserted in.
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Step 7: Now to resize the HEDR. Place your cursor here:
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Go to Tools > Data inspector and get the longint number.
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Go to Tools > Encode number... to encode the sum of: 170176 (longint) + 4435 (Adr. dec) + 1 = 174612
Make sure the window looks like this:
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Then click OK.

Step 8: Now to resize the MSH2. Place your cursor here:
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Go to Tools > Data inspector and get the longint number.
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Go to Tools > Encode number... to encode the sum of: 167124 (longint) + 4435 (Adr. dec) + 1 = 171560
Make sure the window looks like this:
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Then click OK.

Step 9: Go to File > Save.

Step 10: Create a cape ODF. It should have the same name as the NAME of the cape's MODL chunk. In this case, the cape ODF should be called rep_inf_clonecommander_cape.odf.

Step 11: The contents of rep_inf_clonecommander_cape.odf should look like:
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[code][GameObjectClass]
ClassLabel = "cloth"

[Properties]
attachedmesh = "rep_inf_ep3trooper"[/code]
(Notice that the parameter attachedmesh uses the name of rep_inf_ep3trooper.msh, the model into which the cape was hex edited.)

Step 12: Finally, add the following line to your unit ODF under [Properties] that uses rep_inf_ep3trooper.msh as the GeometryName:

Code: Select all

ClothODF                = "rep_inf_clonecommander_cape"
Save your ODF file, and you are done. :)

Re: Hexedit Clonetrooper Cape

Posted: Fri Nov 26, 2010 3:32 am
by Darth-Erik
Thanks AQT, I think this will really help!
I´ll try it as soon as I got home from school.

Edit:
It worked! :D
Thanks again, just one more question, does this method also work for for example back packs or other things that can be addon meshes?

Re: Hexedit Clonetrooper Cape

Posted: Sat Nov 27, 2010 5:13 am
by AQT
No problem. Glad it worked out for you. :) And yes, this method does work for non-cape chunks (although it might be a bit tricky at times with chunks containing ENVL information). Most of the time for a MODL without a ENVL (envelope), it must be inserted at a specific location in order for it to work/show up, which depends on where (a bone) you want to attach it to on the player model. Non-cape chunks also require MATD information (material/texture) to be hex edited over as well, that is if it uses a different material and/or texture than ones that are already there. Most MODL chunks tend to have a MATI (or more), which determines what MATD to use. Hex editing over MATD's require resizing the GMATL*, as well as the HEDR and MSH2. Always resize the HEDR and MSH2 when adding new information to a MSH.

*Resizing the GMATL can be a bit confusing. Instead, what I do is: look for a player model with the number of MATD's that I need, remove all the MODL's from it, resize the HEDR and MSH2 since information is taken away, add in all the MODL's from the player model I'm hex editing chunks to, add in the those chunks, and finally resize the HEDR and MSH2 again accordingly.

If I have time later on, I'll go into even further detail.

Re: Hexedit Clonetrooper Cape

Posted: Sat Nov 27, 2010 1:12 pm
by Darth-Erik
So is there a tutorial for hexediting other things then just capes onto models,
with all those other things you have to do that you mentioned?

Re: Hexedit Clonetrooper Cape

Posted: Thu Dec 02, 2010 4:42 pm
by Jendo7
Thanks AQT, I've just been able to hex edit rep_inf_ep3heavytrooper_cape on to my shocktrooper, rep_inf_shocktrooper.msh model.

Screenshot:
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Very easy to understand tutorial. :thumbs:

Re: Hexedit Clonetrooper Cape

Posted: Thu Dec 02, 2010 4:50 pm
by Darth_Spiderpig
Wow, don't know how I could have missed this, very nice tut AQT. :thumbs:

Re: Hexedit Clonetrooper Cape

Posted: Thu Dec 02, 2010 4:52 pm
by AQT
Thanks! And no problem, Jendo, that's what I was hoping for. :)

@Darth-Erik: You can try THIS tutorial that Deviss wrote a while back.

Re: Hexedit Clonetrooper Cape

Posted: Sat Dec 04, 2010 4:44 am
by Darth-Erik
Okay Thanks :D

Re: Hexedit Clonetrooper Cape

Posted: Tue Jan 25, 2011 11:21 am
by Delta-1035
Hey, I know this is a bump but I've a question.
This awesome tutorial that explains perfectly how to add a cape also works with addon msh right? I only have to attach the model chunk to the same bone is should be attached on the trooper right? Must I also edit the HEDR and MSH2? If I have, how? longint + addon Adr. dec + 1? Thanks in advance.

Re: Hexedit Clonetrooper Cape

Posted: Wed Jan 26, 2011 4:25 pm
by AQT
The answer to all three questions is yes. Be sure to look over Deviss's tutorial as well. :)

Re: Hexedit Clonetrooper Cape

Posted: Tue Jun 24, 2014 10:21 am
by DrDrSheldonLeeCooper
Can smb help me?when I´m clicking ctrl + c it doesnt copy

Re: Hexedit Clonetrooper Cape (FAQ)

Posted: Tue Jun 24, 2014 6:50 pm
by AQT
You're not actually hitting the + key, right? It's just the Ctrl key followed by the C key, i.e. the basic keyboard command for copy.

Re: Hexedit Clonetrooper Cape (FAQ)

Posted: Mon Apr 06, 2015 9:37 am
by DrDrSheldonLeeCooper
AQT wrote:You're not actually hitting the + key, right? It's just the Ctrl key followed by the C key, i.e. the basic keyboard command for copy.
thx :)

EDIT
I think you have to reupload the pics.When I click on it there is just "image"

Re: Hexedit Clonetrooper Cape (FAQ)

Posted: Wed Sep 21, 2016 5:36 am
by SkinnyODST
Game crashes. Followed all the steps, the game starts but after a second of being in the game it just crashes.

Re: Hexedit Clonetrooper Cape (FAQ)

Posted: Mon May 29, 2017 2:47 pm
by BattlefrontStudios
I cannot highlight, when i press shift and down arrow key it just moves down and only selects the line where it is, help
:cry: